{"title":"分布式交互仿真中的流体","authors":"Chen Jinxiong, M. Sartor","doi":"10.1109/AIHAS.1994.390502","DOIUrl":null,"url":null,"abstract":"Today's training simulators have dealt mainly with vehicle dynamics, artillery dynamics and soil manipulations. Important features such as fluid surface effects and flow over a terrain surface have been neglected decreasing the realism of the simulation. The modeling and animation of fluids have recently been pursued vigorously in computer graphics but fluid in a real-time networked virtual environment has not been studied. This paper investigates issues concerning the implementation of fluids in a distributed interactive simulation. Several fluid models and a player/ghost simulation strategy are examined.<<ETX>>","PeriodicalId":339028,"journal":{"name":"Fifth Annual Conference on AI, and Planning in High Autonomy Systems","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1994-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Fluids in a distributed interactive simulation\",\"authors\":\"Chen Jinxiong, M. Sartor\",\"doi\":\"10.1109/AIHAS.1994.390502\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Today's training simulators have dealt mainly with vehicle dynamics, artillery dynamics and soil manipulations. Important features such as fluid surface effects and flow over a terrain surface have been neglected decreasing the realism of the simulation. The modeling and animation of fluids have recently been pursued vigorously in computer graphics but fluid in a real-time networked virtual environment has not been studied. This paper investigates issues concerning the implementation of fluids in a distributed interactive simulation. Several fluid models and a player/ghost simulation strategy are examined.<<ETX>>\",\"PeriodicalId\":339028,\"journal\":{\"name\":\"Fifth Annual Conference on AI, and Planning in High Autonomy Systems\",\"volume\":\"25 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1994-12-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Fifth Annual Conference on AI, and Planning in High Autonomy Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/AIHAS.1994.390502\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fifth Annual Conference on AI, and Planning in High Autonomy Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AIHAS.1994.390502","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Today's training simulators have dealt mainly with vehicle dynamics, artillery dynamics and soil manipulations. Important features such as fluid surface effects and flow over a terrain surface have been neglected decreasing the realism of the simulation. The modeling and animation of fluids have recently been pursued vigorously in computer graphics but fluid in a real-time networked virtual environment has not been studied. This paper investigates issues concerning the implementation of fluids in a distributed interactive simulation. Several fluid models and a player/ghost simulation strategy are examined.<>